#include "GameState.h"

// Constructor
GameState::GameState(void)
{
	tM = nullptr;
	dI = nullptr;
	xA = nullptr;
	D3D= nullptr;

	controllerDelay = 0.0f;
}

// Destructor
GameState::~GameState(void)
{
}

// Update
void GameState::Update(float deltaTime)
{

}

// Render
void GameState::Render(void) const
{

}

// Enter
//	- Used to initialize the game state.
void GameState::Enter(void)
{
	D3D	 = CSGD_Direct3D::GetInstance();
	dI	 = CSGD_DirectInput::GetInstance();
	tM	 = CSGD_TextureManager::GetInstance();
	xA	 = CSGD_XAudio2::GetInstance();
}

// Exit
//	- Used to clean up the game state.
void GameState::Exit(void)
{
	D3D	= nullptr;
	dI 	= nullptr;
	tM 	= nullptr;
	xA 	= nullptr;
}

//
//GameState* GameState::GetInstance(void)
//{
//
//}
//

//static void DeleteInstance( void )
//{
//	//delete pInstance;
//	//pInstance = nullptr;
//}